Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4.0f1
2018.4.0f1
2019.1.0a1
2019.1.0f2
2019.2.0a1
2019.3.0a1
Issue ID
1146987
Regression
No
Unity materials turn dark with large "Normal Strength" even when the normal map is flat
How to reproduce:
1. Open the attached project "case_1146987-NormalStrength.zip" and scene "SampleScene"
2. Select "New Material" from the Project Window
3. Make the material's "Normal Strength" value large e.g. 80
4. Rotate "Quad (1)" to 180 degrees around z
5. Compare "Quad" and "Quad (1)" in the Scene View or Game View
Expected result: both quads have the same brightness where the normal map is flat
Actual result: "Quad (1)" turns darker even in flat regions as "Normal Strength" is increased
Reproducible with: 2017.4.27f1, 2018.4.1f1, 2019.1.5f1, 2019.2.0b4,
Note:
-this happens with both SRP and without. Tested with Unity Standard shader and LWRP lit shader
-surface brightness seems to depend on the angle around the surface's normal
-both quads are using "New Material"
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
Resolution Note:
Won't fix because the large normal strength exaggerates the precision error introduced by non-32bit normalmap + calculation on lighting.